How can x2 900+ Tonne ships bounce off eachother in a headon collision

It's the most stupidest game mechanic needs an overhaul.

a 900+ Tonne Corvette and a 1100+ Tonne Cutter having a head on collision should be absolutely catastrophic for both parties involved, not lose 14% shield and bounce off eachother for another pass.

Is this going to be reviewed at all?

Discuss.
 
The power of mega MJ shields?

I realise mechanically that's why it's occurring, but it doesn't mean that's how it should be. Regardless of shield strength, it shouldn't be able to stop a 900 tonne object moving at speed. If multi cannons can whittle down shields, a head on colission should break them instantly.
 
Since A: the game can't handle space engineer level of collisions modeling.
And secondly, it's a game.

Whatever sim aspect was abandoned with newtonian physics.
 
Last edited:
I realise mechanically that's why it's occurring, but it doesn't mean that's how it should be. Regardless of shield strength, it shouldn't be able to stop a 900 tonne object moving at speed. If multi cannons can whittle down shields, a head on colission should break them instantly.

yes I doubt even IF shields could stand that impact, ship integrity would not survive such a collision, mostlikely the backparts of the ship would unify with the front parts since the forces of a sudden stop would go beyong the strength of matieral.
 
I realise mechanically that's why it's occurring, but it doesn't mean that's how it should be. Regardless of shield strength, it shouldn't be able to stop a 900 tonne object moving at speed. If multi cannons can whittle down shields, a head on colission should break them instantly.

do you know how shields work, "mechanically"?

i don't.

that collision would look very different without shields.

i'm all for removing shields from the game.
 
Futuristic High tech materials? Space age shields our tiny brains can't currently comprehend.

It's like asking where does the universe end? When it ends, is it like a wall? And what's behind it? Is it god sleeping on a white cloud of pillows? Maybe... But it's just too hard to answer. It will hurt your brain, just give up if you know what's good for you. Let them bounce and know there are some things you weren't meant to understand.
 
Last edited:
The most important part of your opening sentence is....


game mechanic

Turns out, ED is a game. They apparently wanted a bit of bumper cars, presumably to eliminate the odds of accidental death by collision, which seems to happen constantly in this game with NPCs bouncing off of you every time you go into a CZ or RES site. I can't even imagine how much this game would suck if there was no reliable way to avoid collisions caused by NPCs, never mind griefing commanders.
 
It's the most stupidest game mechanic needs an overhaul.

a 900+ Tonne Corvette and a 1100+ Tonne Cutter having a head on collision should be absolutely catastrophic for both parties involved, not lose 14% shield and bounce off eachother for another pass.

Is this going to be reviewed at all?

Discuss.

While this may be space truck simulator, we are not actually flying trucks as we know them in our time. It's more than a thousand year into the future, super energy shields and special alloys allows any truck, I mean ship, to take only minimal damage from collisions. However those kinetic multicannons and cannons fire shells specially constructed such that they are very damaging to the kind of armor and hull a ship is constructed of.
 
a 900+ Tonne Corvette and a 1100+ Tonne Cutter having a head on collision should be absolutely catastrophic for both parties involved, not lose 14% shield and bounce off eachother for another pass.
Would you prefer both ships were immediately destroyed instead then? Although I agree it makes sense from a realism standpoint, keep in mind the combat implications of that.
 
a 900+ Tonne Corvette and a 1100+ Tonne Cutter having a head on collision should be absolutely catastrophic for both parties involved, not lose 14% shield and bounce off eachother for another pass.

Well you do realize that you can do the math on this one, right?

Let's take a typical large ship like the Anaconda, with a mass of around 1000 tons with a full combat fit and a boost velocity of 320 m/s with a typical Grade 3 dirty drive mod. That works out to a kinetic energy of 51,200 MJ at maximum velocity.

A typical shield output for a large ship is around 1000 MJ depending on mods. That means the kinetic energy from the collision is around 50X greater than the shield should be able to absorb assuming all of that kinetic energy is absorbed directly by the shield.

There are a few caveats here. First, that boost velocity is peak velocity and is only attained for a few seconds at most. Typical velocities are usually considerably less then this and this means that the typical kinetic energy involved in most collisions (i.e. when not boosting directly at another ship at maximum velocity prior to impact) would be around half of these values. That is still around 25,000 MJ, which again should still break the shield.

The second issue is that two colliding ships will not be colliding exactly head-on and will not actually have all that energy absorbed by the shield itself. Usually the ships are not going from full boost velocity to zero velocity during the collision. This is especially true in space where they can simply be "pushed" or "deflected" by an impact rather than slowed or stopped. This means that usually the shield is only absorbing a fraction of the total kinetic energy during the collision. That would mean you are only really "absorbing" maybe 1/3 or 1/2 of the total kinetic energy with the shield, which is still 10,000 MJ.

Even with these issues factored in, i.e., a glancing collision between two large ships at less then their maximum boost speeds, the shields should still be dealing with around 10,000 MJ of kinetic energy which is around 10X the energy needed to break the shield. This means that collisions between large ships should still involve kinetic energy transfer on scales that would immediately drop the shield and cause some hull damage.

The answer to why this doesn't happen is simply that FD probably doesn't want players to turn the game into space bumper cars by making ramming damage accurately reflect the actual energy transfer involved. Otherwise the answer to a heavily-shielded Corvette or Cutter would simply be a Federal Assault ship filled with HRPs and the best drive mod the player can roll and then turning it into a Federal Battering Ram.

Interestingly enough, there WAS a hammerhead corvette in the Force Awakens that was designed in a way that made it ideal for ramming and pushing around much larger Star Destroyers. So it DOES have some merit, it just isn't the type of gameplay that FD wants to support.
 
Last edited:
You may be interested in Space Engineers.

[video=youtube_share;NDuq7KG3HEo]https://youtu.be/NDuq7KG3HEo[/video]

Though repairing your ships after so much as brushing against an asteroid gets really annoying without mods.
 
It used to be in but very early days people complained bitterly about this and it more or less got removed/toned down.
Allow destruction based upon mass you go back to suicidewinder griefers slamming into million credit ships making them explode for fun.
I'm in favour of more realism but put it back in and the first people to lose their ships through collision will be on here complaining for the other side.
 
It's the most stupidest game mechanic needs an overhaul.

a 900+ Tonne Corvette and a 1100+ Tonne Cutter having a head on collision should be absolutely catastrophic for both parties involved, not lose 14% shield and bounce off eachother for another pass.

Is this going to be reviewed at all?

Discuss.


Really.... you know this is a Game right?

Rather than just calling a game mechanic "the most Stupidest" and then saying "Discuss", why don't you propose an intellectual solution. Then maybe a discussion can take place.

Because right now you just come across kind of similar to how you labelled this mechanic.
 
These 2000-2500 ton ships (more plausible values for fully laden Corvette and Cutter) are also about as dense as foam and if the shield gives even a few meters, that's a huge cushion.
 
Last edited:
Back
Top Bottom